Tuesday, September 22, 2026

Module 2 Week 04 - Game Res Meshing

 

Material Groups

Wireframe

Bake in SP



Rusted Metal


Painted Metal

Green Glow

Metal







Thursday, September 17, 2026

Week 03 - Use of Basic Shapes

 First, I set the scale for the characters and level designers, 1uu = 1cm. Now, our team will have a better idea of how to size meshes for the game!

Peter Pan will be around 128uu tall, while Wendy is 64uu.
Peter Pan will be around 128uu tall, while Wendy is 64uu.

Redesigned sketches of Peter Pan. Team was in favor of the bottom two designs.

Based on this, I drew up an orthographic for Peter Pan. We kept the spiky head, eyes, and weapon, but changed the proportions and appearance to better suit Hollow Knight's art style.

I used used ZBrush/ZModeler to manipulate my shapes.



Final Render


The model is in the proper proportions



Perforce Proof

Tuesday, September 15, 2026

Basic Lighting & Materials

 

Lighting and Environmental Goals: Mid-day, Overcast, Foggy

I wanted to make it so that the distance is enshrouded by fog and that the water is very opaque. For the first pass, I enabled volumetric fog and tweaked the settings to what I liked. I also made a material instance of the water to make it more opaque and less green. I then opened up the wood materials and desaturated and darkened the colors. I did to make the wood match the dock wood in my reference.




Env. Light Mixer only 



Lighting Pass 


Exterior Shot 1

Exterior Shot 2


I made a material instance for the godrays, pots, chairs, rug, desk, lamps, etc.


Reference I found on Pinterest



Perforce Proof


Module 2 Week 03 - High Poly

 Based on last week's feedback, I tried to fix my blockout proportions


There's no orthographic images of this chest anywhere, which makes it really difficult to work on.

I'm not the best at stylized sculpting, so I think I'll do most of the texture work in my material pass...



ZBrush render




HP Frame



Thursday, September 10, 2026

Week 02 - Use of Silhouettes

 Peter Pan

I gave him some playful poses and features. The team also included a scale reference in the top right corner. Peter Pan is the tallest of our characters.



Perforce Submission



Tuesday, September 8, 2026

UE5/Perforce Basics: Homework 2

 

 Beauty shot

I found a nice asset pack for forest landscaping called "Stylized Provencal." My idea for this scene was a cozy cottage in the forest. I wanted it to be nice and warm, so I made the time of day sunset. And I don't know why, but a lot of the time, stylized foliage is emissive, so I had to go into the material instances and set the emissive parameter to 0 for a handful of them.


Close up


This is what the scene looks like zoomed out. If it's not in frame, don't worry about it!


Proof of Submission



Module 02 Week 1: Blockout

 

Crates, Barrels And Treasure Chests



For my prop to recreate, I have chosen this chest by Alex Iveroth. I picked this out because I like the shapes it has, specifically the legs and the head shape.

Since this stage is blockout, I'm keeping the shapes very simple and basic. Stylized props like this aren't necessarily heavy on polys, but rely on exceptional texturing texturing, with I'll focus on in the high-poly.

Proxy asset in Unreal Engine

Maya Render

Seeing it rendered out like this helps me we the issues with it. I think right now, some of the scale is off and some thickness of the shapes overall.


Maya Render with Wireframe

I've never rendered out through Maya before. Hoping to get better in the near future.





Thursday, September 3, 2026

Week 01 – Use of Reference

Slide 4: Art Pillars

Slide 5: Playable Character


My responsibilities for this assignment were the art pillars and playable character boards. 

    Our art vibe draws strong inspiration from Hollow Knight, aiming to create a whimsical yet dark atmosphere. We'll use a color scheme consisted of muted analogous colors with atmospheric pops of color. We aim to have every silhouette in our game to be expressive and distinct to better differentiate the characters and key environment locations. This is important to us because we don't want our players and interactables to get lost in the dark environment.

    Our player character is Peter Pan. He's a boy who never ages. His outfit reflects a handmade aesthetic, crafted from materials scavenged around the island and things washed ashore in Neverland. He'd also have a very confident stance as he navigates through the level, because he is sure of himself. We plan to emphasize this with a diamond shaped silhouette to capture this playful-tricky nature. Sharp and angular rather then soft and round. His design is also functional, including pouches for holding pixie dust, stolen treasures from Captain Hook, and hunting tools. We also have an idea for a "shadow peter" mechanic in our game. He will also have the same features, but a different color palette.


 Perforce Submission

Monday, August 31, 2026

Week 01: Meet Matt Project

 For the theme of my little matt, I chose to do porcelain kintsugi, where broken porcelain is mended back together using lacquer and metallic powders.


Turnaround

I started with an off-white base and added some patchy, grainy alphas to give the porcelain natural vibe.


Then I used a generator to add more pigment in the cracks and crevasses to show where glaze would get stuck.



For the kintsugi lines, I used a broken stone smart material to guide where I'd draw in my mask. And, I finished it off by drawing some floral motifs. Rendering this was a bit of a beast since the material is super glossy, it took around 8 minutes.



Tuesday, August 25, 2026

Portfolio

 

>Portfolio that got me into FIEA<


Franknstein's Monster (2025)

This was based on concept art made by Visual Art Major, Stephen Ducasse. Sculpted and polypainted in ZBrush.







Nyssa

Tools: ZBrush, Substance Painter, rigged in Maya, rendered in Unreal Engine 5 (Video at the end)







 

Emma Mackey

ZBrush













Turret

Unreal Engine 5 and Substance Painter.




Mattress Material

Tools: Substance Designer and rendered in Unreal Engine (Breakdown and video at the end).












Module 3 Week 07 - High Poly

Critique from last week: - Edge control - Separate planks - Remove brick from lower down Highpoly Details on surfaces like this is not my st...